Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Clockwork ManorView game page

Perform your daily tasks as the spooky manor's new maid!
Submitted by Giftfox (@giftyfox) — 9 hours, 5 minutes before the deadline
Add to collection

Play game

Clockwork Manor's itch.io page

Results

CriteriaRankScore*Raw Score
Stealth#44.2354.235
Aesthetic#44.5884.588
Overall#63.5493.549
Kink#63.6473.647
Novelty#73.5883.588
Harmony#83.5883.588
Play#93.5293.529
Sound#93.5883.588
Narrative#163.0003.000
Horny#392.1762.176

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

For some reason when I try to start this up it only appears as a tiny window that then disappears. I hear audio in the background but I can’t seem to get the game window to come to the front. I suspect it has something to do with my setup, as I use a 4K TV as a monitor and that tends to cause all sorts of weird scaling-related issues in a lot of game engines.

Developer

how odd! i hear folks have been having issues related to vulkan and graphics drivers, which seems to be an issue with godot 4 projects. maybe that could be where your problem is coming from?

Submitted

Hm, that seems less likely. I have an RTX2080Ti, pretty standard card, running on Windows 11.

Submitted(+1)

Very cute! Frustrating as all get out, though- it was hard to see a lot of the obstacles, and the long sequence between getting caught and being allowed to try again meant I never really got into an 'attempt flow' or whatever it's called. Mix that with having to start from the beginning over again... I don't think this is supposed to be a rage game, but maybe I should put it down for a bit for my own sanity T_T

Submitted(+1)

giftfox art is always a treat to behold.  

Developer(+1)

WHAT!!!! UR SO SWEET

Submitted(+1)

It took me waaay too long to complete my first task lol.

Love the character designs and the variety of different “hypnosis” obstacles. Overall, the game seems pretty polished for a restricted amount of deving time.

Submitted(+2)

So the art style is great. Tasteful use of dithering, top-tier character design, and very cute dialogue portraits. The environmental design helps set the tone and mood for the game. It's also very "readable" - the characters, hazards and items stand out well against the background. I loved the music, too, though a few more tracks would've been nice.

As for the gameplay, there's plenty to like as well. The basic mechanics (timed navigation puzzles) work well, and the random hypnosis effects add a fun complication. The game also plays fair with hazards - once you figure out the rules, you can reliably identify and avoid them.

On the technical side, it's also very solid. I didn't notice any major glitches, the auto-save is a welcome addition, and the menus are integrated well into the theme. (The inclusion of key rebinds is also very welcome, because X and Z are nowhere near each other on my layout.)

... it is kind of a lot all at once. I stuck it out and managed to complete tasks, but only after a lot of trial and error. The punishment for getting caught is quite harsh, and even the "simple" tasks are very hard the first 4-5 times around.

If you want to keep working on this in the future - and I'd love to see this developed further - then I'd suggest something like a gradual ramping-up of difficulty. Start off with single-step tasks, few hazards, and and only part of the manor unlocked, and then build on that. That sort of thing. I think you really have a great starting point for a truly special experience here.

Developer(+2)

hey i really appreciate that! i definitely want to address the difficulty curve if i expand on this. i agree there's a lot to take in and it would be nice to give the player a smooth intro into the experience and probably find a way to challenge them without reverting their progress every time they touch a hazard. thanks for the feedback!

Submitted(+1)

Nicely done I love the idea of shifting rules and this is a absolute neat and cool way of doing it.

(1 edit) (+1)

Heya ^^

Very good potential in this game, but it is hindered by some game design decisions imo, I'll explain.

First the positive. The art is very good, mixing cuteness with pseudo horror really good. The music is spot on, slow, repeating, kinda gloomy but very relaxing, which is nice. The absolutely consensual, light hearted narrative is a huge boon. Gives the game a fresh outlook. Last point, the programming is flawless, didn't encounter a case where the path was completely blocked despite the random placement of hazards, so kudos ^^

Now for the constructive criticism. Imo, there are way too many "quit moments" early in the game, and you would need some "hand holding" options. We begin lost in an unknown manor, with rooms that look alike, items hidden in containers that do not stick from the background, hazards that can be hard to navigate (I didn't understand how the trapped box work >_<) and the hypnosis factor on top of it. And the rewards are very small, so it requires a lot of grinding. Here are a few ideas I have to make the game more accessible :

- Assist options independent of the task complexity. It could be an arrow or some character (a pet, maybe ?) that indicate where to go, what to interact with etc... It would of course cut quite harshly into the rewards, but it would serve as training wheels.

- Better distinction of containers from the background, especially in the pantry and library. It's way less aggravating in the library since there's no hazards there, but it's hell in the pantry. Nothing worse than needing rice, not knowing which of the twenty box has rice, and getting caught by a trapped box while searching.

- Some way to know the room names. Maybe not in all difficulty, but since all rooms kinda look the same, it can be very confusing to navigate properly. The kitchen for instance, has no sink or fridge, so it took me a few times to understand that it was the kitchen ^^' And I still don't know which room is the game room XD

- Adjustments of the rewards. The game feels grindy right now and doesn't reward commitment as it should.

Here it is. Despite my criticism, I think there's a load of potential here, so keep up the good work ^^

Developer(+1)

hey thanks for all the feedback! if i do updates, making navigational difficulty more balanced is definitely high on the list, and i appreciate the ideas on how to handle that

(1 edit) (+1)

I love the style and characters in this game, and the pixel art is great! It also fits my tastes really well without really being too sexual (even if I like my fetish games I dislike when they are sexual much). Regardless of my own likes I think this is a really well-made game. It does feel a little content-sparse right now, with most the residents only having 1 line with no options for a character response, many rooms having no purpose or being very repetitive, and only a few traps to fall into. I only have 1 star right now and got to the part with the dolls, but the tasks are already starting to feel repetitive and I can imagine if nothing changes it will feel worse up to max stars. Also, some of the conversations confuse me, like when the cat at the desk says I could meet my friends after I get done with work but I couldn't find them anywhere, and it took a little bit of doing more tasks for them to appear again. In general I'd just suggest adding more content - unlockable rooms, unique character interactions especially during tasks (which could include unique tasks), unique hypnosis challenges, ect. Personally I'd also like some more hypnosis content that isn't just task challenges, (maybe more story hypnosis, or hypnosis involving the roleplay with friends?), buts that just me.

Developer

thanks a bunch! content is definitely something i would love to expand on if i continue work, and the idea of unlockable rooms is a big one for me. i would very much like if cherry's friends had more of a presence outside of cutscenes too. i like the suggestion about different hypnosis content! that's something i hadn't considered much and it would be cool to see what else i could do with it!

Submitted (1 edit) (+1)

A dark and charming art style with beautifully rendered pixel art environments and animations! Good attention to detail with an animated title screen, and a variety of transitions for the rooms and menus (perhaps the room changes can be faster since they happen so many times). I like the hypnosis portrait and animation a lot.

The music works really well, I love the clock noise as part of it. Some sound effects to fit the action would be a nice touch, but I don't think that they are absolutely necessary in this game.

I have played the game up to the point of getting the dolls. The gameplay is very fun while you're learning the hazards, hypnotic challenges and layout. Later it feels like you're getting the stars too slowly, and the "all or nothing" reward system disincentivizes risk, so players will rather get fewer points at a time than challenge themselves. The basic gameplay loop is great, it just needs some additional spice to keep a player engaged over multiple sessions. Clean and intuitive interface and controls, everything feels like it works as it should.

Very nice work, it's a wonderful game with a lot of potential!

Developer(+1)

oh wow thanks for the feedback!! the point about the all or nothing style is really good to know, that's something i hadn't even considered - i tried to stress that not succeeding was okay, and i think that probably made it easier for me to miss some polish that would make the challenge more engaging. i would love to evolve the gameplay in some way as the game goes on (i had an early thought about unlocking different floors with new mechanics but didn't have time to put all that in!) and if i continue with this game i'll definitely keep that in mind!

Submitted(+1)

This one was very cute and had a lot of really nice messages about hypno play. Though I would enjoy it more if catch sequences be escapable. They can still cost the player time but they can carry on after shaking the catch off rather than starting over from the desk each time they get caught. Or telegraph them more easily so they can be avoided easier.

Submitted(+1)

I found this one very cute, but starting over from the desk after being caught got very frustrating after a while. ^^;

Good job!